Druid Spells: Difference between revisions

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When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.<br>
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.<br>
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
== Level 2 ==
{| class="wikitable"
|+ Aversion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 10 Days || Components: V
|}
You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.<br>
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.<br>
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.<br>
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius.
{| class="wikitable"
|+ Blight
|-
| Level: 4 || Casting Time: 1 Action || Necromancy
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.<br>
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.<br>
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
{| class="wikitable"
|+ Charm Monster
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
|}
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Confusion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (three nut shells)
|}
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.<br>
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
*1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
*2-6: The creature doesn't move or take actions this turn.
*7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
*9-10: The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
{| class="wikitable"
|+ Control Water
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 300ft || Duration: 10 Minutes (Concentration) || Components: VSM (a drop of water and a pinch of dust)
|}
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.<br>
'''Flood.''' You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.<br>
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.<br>
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.<br>
'''Part Water.''' You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.<br>
'''Redirect Flow.''' You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.<br>
'''Whirlpool.''' This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.<br>
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
{| class="wikitable"
|+ Cyclone
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 120ft || Duration: 1 Round || Components: VS
|}
A swirling coil of fierce wind rises around one creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 5d8 bludgeoning damage, you can choose to push it up to 15 feet in any direction, and if the target is Huge or smaller, it is thrown 30 feet up into the air. It remains aloft until the end of your next tum, at which point it falls unless it can stop the fall While held aloft by this spell a creature is restrained if it cannot fly.<br>
On a successful saving throw, the target takes half damage and isn't pushed or launched into the air.
{| class="wikitable"
|+ Dominate Beast
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br>
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.<br>
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.<br>
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
{| class="wikitable"
|+ Freedom of Movement
|-
| Level: 4 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a leather strap, bound around the arm or similar appendage)
|}
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed, slowed, or restrained.<br>
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
{| class="wikitable"
|+ Glistening Acid Slick
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VS
|}
You conjure a spray of translucent acid that covers the ground in a 60-foot cone. Until the spell ends, ground in the area is covered by slippery patches of foaming acid, making it difficult terrain. When the area appears, each creature in the area takes 2d4 acid damage and must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there takes 2d4 acid damage and must also succeed on a Dexterity saving throw or fall prone.<br>
In addition, whenever a creature falls prone within the area or ends its turn while prone within the area, it takes 6d4 acid damage. This spell treats creatures that cannot be prone as if they are always prone instead. This spell only affects creatures that are on the ground
{| class="wikitable"
|+ Grasping Vine
|-
| Level: 4 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.<br>
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
{| class="wikitable"
|+ Greater Renewal
|-
| Level: 4 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
Your magic forces one willing creature that you can see within range to expend great energy as you kindle its body's natural healing processes for an instant. You can cure one poison or disease afflicting the target.<br>
The target also gains one level of exhaustion and regains hit points equal to 25 + your spellcasting modifier (minimum +1) + a number of d6s equal to the target's Constitution modifier (minimum 1d6)
This spell has no effect on constructs, undead, or creatures that are naturally immune to exhaustion.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the healing increases by 2d6 for each slot level above 4th.
{| class="wikitable"
|+ Guardian of Nature
|-
| Level: 4 || Casting Time: 1 Bonus Action || Divination
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.<br>
'''Primal Beast.''' Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
*Your walking speed increases by 10 feet.
*You gain darkvision with a range of 120 feet.
*You make Strength-based attack rolls with advantage.
*Your melee weapon attacks deal an extra 1d6 force damage on a hit.
'''Great Tree.''' Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
*You gain 10 temporary hit points.
*You make Constitution saving throws with advantage.
*You make Dexterity and Wisdom-based attack rolls with advantage.
*While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
{| class="wikitable"
|+ Hallucinatory Terrain
|-
| Level: 4 || Casting Time: 10 Minutes || Illusion
|-
| Range: 300ft || Duration: 24 Hours || Components: VSM (a tone, a twig, and a bit of green plant)
|}
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.<br>
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
{| class="wikitable"
|+ Heat Wave
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 50ft Still Emanation || Duration: Instant || Components: VSM (a chunk of cast iron)
|}
A wave of nauseatingly hot air swirls briefly in a 5O-foot cube emanating from you that spreads around corners. Each creature in the area other than you must make a Constitution saving throw. On a failed saving throw, a creature takes 4d10 fire damage, is poisoned until the end of your next turn, and gains one level of exhaustion. On a success, a creature takes half as much damage, is not poisoned, and doesn't gain any exhaustion.<br>
A creature has disadvantage on the saving throw if it has resistance or immunity to cold damage. If it has resistance to fire damage or immunity to fire damage, it has advantage on the saving throw and it can't gain any exhaustion from the spell.<br>
''At Higher Levels.'' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Ice Storm
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 300ft || Duration: Instant || Components: VSM (a pinch of dust and a few drops of water)
|}
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.<br>
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
{| class="wikitable"
|+ Locate Creature
|-
| Level: 4 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a bit of fur from a bloodhound)
|}
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.<br>
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.<br>
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
{| class="wikitable"
|+ Nature's Balance
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
You touch a willing creature. For the duration, one of your ability scores of your choice decreases by 4, and the same ability score for the target increases by 4. You can't lower your ability score to less than 3, and you can't increase a target's ability score to more than 24.
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the ability score change increases by 1 for each slot level above 4th.
{| class="wikitable"
|+ Polymorph
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a caterpillar cocoon)
|}
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.<br>
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.<br>
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.<br>
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.<br>
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
{| class="wikitable"
|+ Steam Strike
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
You launch a curling blast of scalding hot steam at one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 11d4 fire damage and must succeed on a Constitution saving throw or become Blinded for 1 minute. It repeats the saving throw at the end of each of its turns, ending the blindness on a success. On a miss, the target takes half damage and is not blinded.<br>
Hit or miss, the target's space is filled with steam and mist that makes it lightly obscured until the end of your next turn or until a wind of any speed disperses it.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 2d4 for each slot level above 4th.
{| class="wikitable"
|+ Stockade Sprouts
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: 1 Hour (Concentration) || Components: VSM (an acorn for each tree sprouted)
|}
You cause up to four trees to magically sprout at locations of your choice that you can see on the ground within range. Each creature that is directly above one of the locations must make a Dexterity saving throw, as the trees suddenly grow to full size and form cages with their branches. On a success, a creature can use its reaction to move up to half its speed to an unoccupied space to escape the branches. If it does not, it is trapped by the branches of the growing tree.<br>
Each creature trapped inside the branches is restrained and held at the top of the tree. A trapped creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.<br>
You decide each tree's height. They can be as short as 5 feet and as tall as 20 feet. The trunks of the trees are 3 feet wide. The trees are solid objects that provide cover, and the tops of the trees are lightly obscured by leaves. The insides of the branch cages are lined with poisonous leaves and vines. Once per turn when a trapped creature makes a weapon attack or fails an ability check to escape, it must succeed on a Constitution saving throw or take 3d6 poison damage.<br>
When the spell ends, the trees vanish, and any creatures trapped inside are freed. A freed creature falls if it cannot fly or climb the tree using a climbing speed.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the number of trees you can cause to sprout increases by one for each slot level above 4th.
{| class="wikitable"
|+ Stone Shape
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: Instant || Components: VSM (soft clay, which must be worked into roughly the desired shape of the stone object)
|}
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
{| class="wikitable"
|+ Stoneskin
|-
| Level: 4 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (diamond dust worth 100GP, which the spell consumes)
|}
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
{| class="wikitable"
|+ Wall of Fire
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a small piece of phosphorous)
|}
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.<br>
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.<br>
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
{| class="wikitable"
|+ Wind Funnel
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (an empty bottle with a stopper)
|}
You unleash a powerful torrent of swirling wind that pulls in a roaring cyclone toward you, creating a 60-foot cone blasting out from you that spreads around corners. Each other creature in the area must make a Strength saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 bludgeoning damage, and it is pulled 30 feet closer to you and knocked prone. On a successful saving throw, a creature takes half damage and isn't pulled or knocked prone.<br>
Unsecured objects that are completely within the area of effect are automatically pulled 30 feet closer to you by the spell's effect, but a cushion of air that swirls around you stops their movement before they enter your space or damage you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage dealt increases by ld8 for each slot level above 4th.